Timeline
Dec 28, 2011:
- 11:31 PM doc/maths/remez/tutorial-exponential edited by
- (diff)
- 11:29 PM doc/maths/remez/tutorial-exponential edited by
- (diff)
- 11:17 PM doc/maths/remez/tutorial-exponential edited by
- (diff)
- 10:55 PM doc/maths/remez/tutorial-exponential created by
- 10:34 PM doc/maths/remez edited by
- (diff)
- 10:17 PM doc/lol/math/real.h edited by
- (diff)
- 10:09 PM doc/maths/remez edited by
- (diff)
- 9:58 PM doc/maths/remez created by
- 6:47 PM doc/lol/math/real.h edited by
- (diff)
- 6:42 PM doc/lol/math/real.h edited by
- (diff)
- 6:24 PM doc/lol/math/real.h created by
- start the real class documentation
- 4:16 PM doc edited by
- (diff)
- 4:14 PM doc edited by
- (diff)
Dec 27, 2011:
- 8:20 PM Blog: Better function approximations: Taylor vs. Remez comment added by
- Hi, Sam, I visited a friend with a Matlab and, dear me, it can't do …
Dec 26, 2011:
- 9:19 PM Blog: Better function approximations: Taylor vs. Remez comment added by
- Hi, Sam, I searched high and low for high precision (not actually …
Dec 23, 2011:
- 3:43 AM Changeset [1116] by
- core: fix the sign of a negative real number raised to an even power, …
Dec 22, 2011:
- 9:09 PM Changeset [1115] by
- core: allow to build a real number using a string literal.
- 8:34 PM Changeset [1114] by
- core: fix compilation warnings in one of the float-to-half LUTs.
- 4:43 PM Blog: C/C++ trick: static lookup table generation comment added by
- @anonymous #1: unfortunately there are two problems with this. First, …
- 2:42 PM Blog: C/C++ trick: static lookup table generation comment added by
- U should start using D Programming-Language ;)..…
Dec 21, 2011:
- 11:29 PM Blog: Better function approximations: Taylor vs. Remez edited by
- 11:14 PM Blog: Better function approximations: Taylor vs. Remez edited by
- 11:10 PM Blog: Better function approximations: Taylor vs. Remez edited by
- better code layout
- 11:08 PM Blog: Better function approximations: Taylor vs. Remez created by
- Initial version
- 11:21 AM Blog: C/C++ trick: static lookup table generation comment added by
- An example of a trig lookup table (Taylor series maybe) would be excellent.
Dec 20, 2011:
- 10:41 PM Blog: Understanding fast float/integer conversions edited by
- fix syntax colouring
- 10:26 PM Blog: C/C++ trick: static lookup table generation edited by
- 10:21 PM Blog: C/C++ trick: static lookup table generation created by
- Initial version
Dec 15, 2011:
- 2:34 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet edited by
- 12:33 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by
- Lol, love that article. Extremely well presented, keep up (good work, …
- 12:21 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by
- @Richard: thank you for the suggestions, I will make it clearer that …
- 12:15 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet edited by
- fix brainfart
- 12:15 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by
- @Valentin: that is indeed a mistake! I'm gonna fix that immediately, …
- 11:34 AM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by
- [[Image(http://lol.zoy.org/tracmath/571293ea6792e5f554ea216394ac33cd75e …
- 11:34 AM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by
- Err, about your definition of acceleration. v(t) = d p(t) / dt a(t) = …
Dec 14, 2011:
- 10:24 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by
- Sorry, but using Verlet or RK4 is not a good idea in a physical …
- 10:18 PM Blog: Fuck you, Microsoft: reloading projects in Visual Studio comment added by
- Add .suo files to your ignores - it contains user preferences like …
- 10:09 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by
- Hmm, the link to the presentation didn't work. And I can't add it now …
- 9:55 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by
- Hi Sam The term "Verlet integration" is more commonly used to …
- 6:32 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by
- "Your physics will suck a lot less, I guarantee it" true but the CPU …
- 4:07 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by
- @mikarnage: I would like to write another article about RK4 to …
- 3:47 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by
- Hi, Nice explanation, I would have liked to see the case about what …
- 3:06 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet edited by
- nolink
- 2:58 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet edited by
- 2:44 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet edited by
- tweaks
- 1:05 PM Blog: Understanding basic motion calculations in games edited by
- 1:04 PM Blog: Understanding basic motion calculations in games edited by
- Verlet integration trajectory
- 3:23 AM Blog: Understanding basic motion calculations in games edited by
- 7th!
- 3:19 AM Blog: Understanding basic motion calculations in games edited by
- be nicer to people!
- 2:35 AM Blog: GLSL code snippet: choosing from 4 vectors by Z value comment added by
- @Bernard: No, I have only used the knowledge that the fragment shader …
- 1:41 AM Blog: Understanding basic motion calculations in games edited by
- fix nasty HTML shit
- 1:37 AM Blog: Understanding basic motion calculations in games edited by
- 12:41 AM Blog: Understanding basic motion calculations in games edited by
- 12:39 AM Blog: Understanding basic motion calculations in games created by
- initial version
Dec 12, 2011:
- 7:17 PM Changeset [1112] by
- build: minor reorganisation of the sandbox code.
Dec 11, 2011:
- 12:58 PM Changeset [1110] by
- core: prefix Entity members with m_ to avoid accidental shadowing.
Dec 10, 2011:
- 4:53 PM Changeset [1109] by
- build: for now, assume anything with <pthread.h> uses the pthread API.
- 3:02 PM Changeset [1108] by
- gl: cache viewport size on all platforms, because we cannot query it …
- 3:02 PM Changeset [1107] by
- test: do not test for strict doubles equality in quaternion unit test.
Dec 8, 2011:
- 6:20 PM Blog: GLSL code snippet: choosing from 4 vectors by Z value comment added by
- How do you know how will the GLSL compiler pipeline the instructions ? …
- 12:38 AM research/nacl/test edited by
- (diff)
Dec 7, 2011:
- 2:06 AM Changeset [1106] by
- core: try to merge Ticker and Emcee. Still not very good.
Dec 5, 2011:
- 9:24 AM Changeset [1105] by
- core: start working on the Emcee class.
- 9:24 AM Changeset [1104] by
- test: unroll the Mandelbrot loop to gain a few milliseconds per frame, …
Dec 4, 2011:
- 12:26 PM dev edited by
- (diff)
- 12:19 PM dev edited by
- (diff)
- 12:03 PM dev edited by
- (diff)
- 11:58 AM research/nacl/test edited by
- (diff)
- 11:53 AM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by
- improve code comments
- 11:44 AM doc edited by
- (diff)
Dec 1, 2011:
- 10:32 AM research/nacl/test edited by
- (diff)
- 10:11 AM research/nacl/test edited by
- better layout (diff)
- 10:06 AM research/nacl/test edited by
- add a notice for non-Chrome users (diff)
- 9:37 AM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by
- 12:33 AM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by
- 12:28 AM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by
- 12:25 AM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by
Nov 30, 2011:
- 11:54 PM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by
- 11:54 PM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by
- 11:53 PM Blog: GLSL code snippet: choosing from 4 vectors by Z value created by
- 10:00 PM Changeset [1103] by
- build: do not use --host=none with NaCl; we can be more specific, eg. …
- 10:00 PM Changeset [1102] by
- test: proper multithreading in the Mandelbrot tutorial.
- 7:31 PM Changeset [1101] by
- core: implement Queue on Win32 and on the PS3.
- 7:31 PM Changeset [1100] by
- test: minor tuning, esp. for the PS3.
- 4:01 PM Changeset [1099] by
- core: make the Queue object work with several producers, and get rid …
- 2:43 AM Changeset [1098] by
- core: replace the Condition class with a nicer Queue object that is …
- 2:43 AM Changeset [1097] by
- ps3: start implementing the PS3 threading system, and port the new …
Nov 29, 2011:
- 1:34 AM research/nacl/test edited by
- add NaCl div for real (diff)
Nov 28, 2011:
- 6:58 PM Changeset [1095] by
- win32: implement threads and mutexes.
- 3:01 AM Changeset [1094] by
- build: add missing files to the distribution.
- 2:58 AM Changeset [1093] by
- core: add a mediocre threading system as the base for the real thing.
- 2:58 AM Changeset [1092] by
- tutorial: work around i915 driver limitations in the Mandelbrot viewer …
- 2:58 AM Changeset [1091] by
- test: make namespace usage less intrusive in math examples.
Note: See TracTimeline
for information about the timeline view.